
full info on the DL page here: http://forums.civfanatics.com/downloads.php?do=file&id=12480
i hate to nag even more, but i tried loading the mod and there were no differences to the game at all, but there was still the 'unload mod' option. What happened?
Looks interesting I might give it a shot.
BTW I'm suprised you didn't include Revolution DCM in your mod.
Just uploaded: darkciv Huge Earth 18 civs
full info on the DL page here: http://forums.civfanatics.com/downloads.php?do=file&id=12480
thanks for your feedback.
in the original game, when considering if to capitulate, ai civs (among other things) calculate their own power + their vassals power and compare it to just your power. if your power*2 was larger than (their power + their vassals power)*3, then they would consider capitulation. otherwise you would get the message "we are doing fine on our own".
i changed it so that in this calculation, if you already have vassals, the power of your vassals/2 is added to your power value. so if you already have many powerful vassals, other ais are more likely to capitulate.
the vassal power modifiers are a leader-specific number that gets added to their power in this calculation. so a leader with a high vassal power modifier will not accept capitulation, even if you are already much more powerful than him.
except for hitler, every leader will sooner or later capitulate. some leaders even have a negative vassal power modifier (for example gandhi) and will capitulate or vassal to you earlier.
well you need satellites for them now, so they come 1 tech later.
icbms always destroy around 30%-40% of the population + 5 raw pop points. the city is only destroyed if this takes the city under size 1. so cities of size 8 or 9 or larger are never destroyed.
in the original game, icbms randomly destroyed between 30% and 70% of the population.
i guess could push icbms back as far as fusion (h-bombs) if thats really too powerful... what do you think? the problem is, later in the future era the combination of a bomb shelter and a deflector shield makes cities completely invulnerable to nukes. (except for fallout) and sdi shoots down half of the missiles anyway...
hey, that's great...
btw, you are right i never was in a desert.i will think of removing the promotion from tanks, but modern tanks should definitely keep it.
i added a link to the 7zip page in the original post and posted the info in the release thread. thanks for giving me the hint that something like that exists...![]()
Anyone got this error?
I can't open the pedia too.
I hope someone can help me
I took me 2 and a half hour to download this![]()
I really like the idea of this mod, however when I tried loading it, I got a load error. I haven't been able to play it yet, but I am very interested in doing so. I like the idea of nukes being city killers and I also like the idea of the free/oppressive flavors (personally my favorite civic array is: Police State/Nationhood/Caste System/Free Market and Theocracy). IIRC the load error involves a .FPK file.
Alright, so when I start BTS, everything is fine, it loads the Blue Marble start screen, I click on advanced, I click on load mod, I click on darkciv, I click on go, everything drops back out to the desktop and it starts reloading the game with [darkciv] in front of everything it is doing, it makes it all the way to "[darkciv] Init Engine" and then bing a Load Error window pops up and it says therein "GFC Error: Failed to initialize the primary control theme" and if I click on the "OK" button in the window then my computer goes totally non-responsive until I Ctrl+Alt+Del for Task Manager, which says that everything is running.
What did I do wrong and how can I fix this?
that's most definitely a python error, propably the CvMainInterface.py file or a file that is imported by it. do you have some modified .py files in your customassets folder, or modified any of the main game?
No i'm not a modder, so i never changed any file.Wait a minute.I also got this error with History in the making mod.The exactly same problem, as i can't open the pedia too in Hitm.Any clues??
No i'm not a modder, so i never changed any file.Wait a minute.I also got this error with History in the making mod.The exactly same problem, as i can't open the pedia too in Hitm.Any clues??
nope, I haven't renamed it or put it in any other folder, does it need to be in documents/my games/Civ 4/BTS/Mods or program files/firaxis games/civ4/bts/mods?
I downloaded and played many mods, and i just recognize if i have the same problem when loading history in the making.that's very strange. have you installed any other mods that could have changed something in the main game?
only thing i could think of now is activiating python debugging and seeing what it say. to do this, you have to modify your CivilizationIV.ini (there should be a shortcut to the file called "_Civ4Config" in the main bts folder) and there search for the line "HidePythonExceptions = 1" and then setting this to 0. you should then get a python error message when you encounter the error and you could post that here.
What game version do you have (i.e. fully patched up to 3.17?) and in what folder have you installed the mods (full path)?I downloaded and played many mods, and i just recognize if i have the same problem when loading history in the making.![]()